@woosh/meep-engine 3.2.0 → 3.4.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (893) hide show
  1. package/editor/process/SymbolicDisplayProcess.js +106 -106
  2. package/editor/process/symbolic/{SoundEmitterSymbolicDisplay.js → AudioEmitterSymbolicDisplay.js} +67 -57
  3. package/package.json +94 -94
  4. package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +110 -102
  5. package/src/avif/encoder_worker.js +5 -18
  6. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts +54 -0
  7. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts.map +1 -1
  8. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.js +10 -3
  9. package/src/core/color/PQ/PQ_constants.d.ts +43 -0
  10. package/src/core/color/PQ/PQ_constants.d.ts.map +1 -0
  11. package/src/core/color/PQ/PQ_constants.js +50 -0
  12. package/src/core/color/PQ/PQ_to_linear.d.ts +24 -0
  13. package/src/core/color/PQ/PQ_to_linear.d.ts.map +1 -0
  14. package/src/core/color/PQ/PQ_to_linear.js +35 -0
  15. package/src/core/color/PQ/linear_to_PQ.d.ts +27 -0
  16. package/src/core/color/PQ/linear_to_PQ.d.ts.map +1 -0
  17. package/src/core/color/PQ/linear_to_PQ.js +32 -0
  18. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.d.ts +32 -0
  19. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.d.ts.map +1 -0
  20. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_other_face.js +59 -0
  21. package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.d.ts +26 -0
  22. package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.d.ts.map +1 -0
  23. package/src/core/geom/3d/topology/struct/binary/query/bt_face_third_vertex.js +55 -0
  24. package/src/engine/EntityCreator.d.ts +19 -11
  25. package/src/engine/EntityCreator.d.ts.map +1 -1
  26. package/src/engine/EntityCreator.js +116 -94
  27. package/src/engine/achievements/AchievementManager.d.ts.map +1 -1
  28. package/src/engine/achievements/AchievementManager.js +437 -433
  29. package/src/engine/animation/AnimatedActions.d.ts +6 -1
  30. package/src/engine/animation/AnimatedActions.d.ts.map +1 -1
  31. package/src/engine/animation/AnimatedActions.js +111 -81
  32. package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
  33. package/src/engine/animation/AnimationUtils.js +234 -252
  34. package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +275 -269
  35. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  36. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +290 -265
  37. package/src/engine/ecs/util/hideEntityGracefully.d.ts.map +1 -1
  38. package/src/engine/ecs/util/hideEntityGracefully.js +196 -208
  39. package/src/engine/graphics3/VolumetricLightMap.d.ts +90 -0
  40. package/src/engine/graphics3/VolumetricLightMap.d.ts.map +1 -0
  41. package/src/engine/graphics3/VolumetricLightMap.js +160 -0
  42. package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.d.ts +32 -0
  43. package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.d.ts.map +1 -0
  44. package/src/engine/graphics3/VolumetricLightMapSerializationAdapter.js +67 -0
  45. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +98 -0
  46. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -0
  47. package/src/engine/graphics3/VolumetricLightMapSystem3.js +261 -0
  48. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts +3 -1
  49. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts.map +1 -1
  50. package/src/engine/intelligence/behavior/primitive/ActionBehavior.js +4 -2
  51. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  52. package/src/engine/sound/SOUND_EMITTER_RETIREMENT_PLAN.md +536 -0
  53. package/src/engine/sound/SoundEngine.d.ts +2 -2
  54. package/src/engine/sound/SoundEngine.js +124 -124
  55. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts +20 -0
  56. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts.map +1 -1
  57. package/src/engine/sound/ecs/audio/AudioEmitter.js +25 -2
  58. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts +6 -6
  59. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts.map +1 -1
  60. package/src/engine/sound/ecs/audio/AudioEmitterSystem.js +338 -314
  61. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts +143 -0
  62. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts.map +1 -0
  63. package/src/engine/sound/ecs/trigger/AudioEventTrigger.js +191 -0
  64. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts +33 -0
  65. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts.map +1 -0
  66. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.js +81 -0
  67. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts +65 -0
  68. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts.map +1 -0
  69. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.js +184 -0
  70. package/src/engine/sound/sopra/IMPLEMENTATION_PLAN.md +999 -993
  71. package/src/engine/sound/sopra/README.md +644 -643
  72. package/src/engine/sound/sopra/SopraEngine.d.ts +2 -2
  73. package/src/engine/sound/sopra/SopraEngine.js +432 -432
  74. package/src/engine/sound/sopra/legacy/SoundAttenuationFunction.d.ts.map +1 -0
  75. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.d.ts +3 -3
  76. package/src/engine/sound/sopra/legacy/SoundController.d.ts.map +1 -0
  77. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.js +176 -176
  78. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.d.ts +11 -27
  79. package/src/engine/sound/sopra/legacy/SoundEmitter.d.ts.map +1 -0
  80. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.js +352 -382
  81. package/src/engine/sound/sopra/legacy/SoundEmitterFlags.d.ts.map +1 -0
  82. package/src/engine/sound/sopra/legacy/SoundEmitterSerializationAdapter.d.ts.map +1 -0
  83. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts.map +1 -1
  84. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts.map +1 -1
  85. package/src/engine/sound/sopra/legacy/SoundPanningModelType.d.ts.map +1 -0
  86. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.d.ts +11 -55
  87. package/src/engine/sound/sopra/legacy/SoundTrack.d.ts.map +1 -0
  88. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.js +278 -357
  89. package/src/engine/sound/sopra/legacy/SoundTrackFlags.d.ts.map +1 -0
  90. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts +34 -0
  91. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts.map +1 -0
  92. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.js +279 -0
  93. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts +3 -3
  94. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts.map +1 -1
  95. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.js +122 -122
  96. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  97. package/src/shade/device/mock/SoftwareGPUDevice.js +7 -1
  98. package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
  99. package/src/shade/device/timing/GPUTimerArray.js +10 -0
  100. package/src/shade/playground/add_random_meshes.d.ts +19 -3
  101. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  102. package/src/shade/playground/add_random_meshes.js +132 -84
  103. package/src/shade/playground/bvh_repro/README.md +57 -0
  104. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts +33 -0
  105. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts.map +1 -0
  106. package/src/shade/playground/bvh_repro/bvh_repro_device.js +90 -0
  107. package/src/shade/playground/bvh_repro/index.html +124 -0
  108. package/src/shade/playground/bvh_repro/main.d.ts.map +1 -0
  109. package/src/shade/playground/bvh_repro/main.js +254 -0
  110. package/src/shade/playground/load_default_environment.d.ts +10 -1
  111. package/src/shade/playground/load_default_environment.d.ts.map +1 -1
  112. package/src/shade/playground/load_default_environment.js +44 -20
  113. package/src/shade/playground/make_playground_asset_manager.d.ts +16 -0
  114. package/src/shade/playground/make_playground_asset_manager.d.ts.map +1 -0
  115. package/src/shade/playground/make_playground_asset_manager.js +33 -0
  116. package/src/shade/playground/skinned_blas_refit/README.md +103 -0
  117. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts +47 -0
  118. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts.map +1 -0
  119. package/src/shade/playground/skinned_blas_refit/add_floor.js +71 -0
  120. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts +28 -0
  121. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts.map +1 -0
  122. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.js +745 -0
  123. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts +30 -0
  124. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts.map +1 -0
  125. package/src/shade/playground/skinned_blas_refit/flat_environment.js +67 -0
  126. package/src/shade/playground/skinned_blas_refit/index.html +168 -0
  127. package/src/shade/playground/skinned_blas_refit/main.d.ts +8 -0
  128. package/src/shade/playground/skinned_blas_refit/main.d.ts.map +1 -0
  129. package/src/shade/playground/skinned_blas_refit/main.js +502 -0
  130. package/src/shade/playground/skinned_blas_refit/place_character.d.ts +81 -0
  131. package/src/shade/playground/skinned_blas_refit/place_character.d.ts.map +1 -0
  132. package/src/shade/playground/skinned_blas_refit/place_character.js +116 -0
  133. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +21 -0
  134. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -0
  135. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +104 -0
  136. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts +23 -0
  137. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -0
  138. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +94 -0
  139. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +26 -0
  140. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -0
  141. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +134 -0
  142. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts +40 -0
  143. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts.map +1 -0
  144. package/src/shade/playground/skinned_blas_refit/sweep_views.js +135 -0
  145. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts +31 -0
  146. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts.map +1 -0
  147. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.js +240 -0
  148. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +20 -0
  149. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -0
  150. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -0
  151. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +50 -0
  152. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -0
  153. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +366 -0
  154. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +17 -0
  155. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -0
  156. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -0
  157. package/src/shade/playground/sponza_path_trace/README.md +57 -0
  158. package/src/shade/playground/sponza_path_trace/index.html +164 -0
  159. package/src/shade/playground/sponza_path_trace/main.d.ts +8 -0
  160. package/src/shade/playground/sponza_path_trace/main.d.ts.map +1 -0
  161. package/src/shade/playground/sponza_path_trace/main.js +363 -0
  162. package/src/shade/renderer/Renderer.d.ts +16 -0
  163. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  164. package/src/shade/renderer/Renderer.js +23 -4
  165. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +5 -1
  166. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  167. package/src/shade/renderer/animation/GPUAnimationManager.js +28 -3
  168. package/src/shade/renderer/animation/Skin.d.ts +9 -7
  169. package/src/shade/renderer/animation/Skin.d.ts.map +1 -1
  170. package/src/shade/renderer/animation/Skin.js +9 -7
  171. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +35 -0
  172. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +1 -0
  173. package/src/shade/renderer/animation/compute_skin_world_bounds.js +146 -0
  174. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  175. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +41 -0
  176. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  177. package/src/shade/renderer/geometry/GPUGeometryManager.js +65 -15
  178. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +78 -7
  179. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  180. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +302 -77
  181. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts +18 -6
  182. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts.map +1 -1
  183. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js +19 -6
  184. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts +51 -0
  185. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts.map +1 -0
  186. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.js +260 -0
  187. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts +23 -0
  188. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts.map +1 -0
  189. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.js +82 -0
  190. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts +25 -0
  191. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts.map +1 -0
  192. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -0
  193. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts +30 -0
  194. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -0
  195. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +122 -0
  196. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.d.ts +23 -0
  197. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.d.ts.map +1 -0
  198. package/src/shade/renderer/global_illumination/brick4/cpu/brick4_empty_gpu_structure.js +34 -0
  199. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts +55 -0
  200. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts.map +1 -0
  201. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js +70 -0
  202. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts +37 -0
  203. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts.map +1 -0
  204. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js +45 -0
  205. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -0
  206. package/src/shade/renderer/gpu_primitive/bvh/PHASE1_HANDOVER.md +201 -0
  207. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts +88 -0
  208. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts.map +1 -0
  209. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.js +233 -0
  210. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +18 -0
  211. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -0
  212. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +38 -0
  213. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +16 -0
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  216. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +16 -0
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  218. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +49 -0
  219. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +43 -0
  220. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -0
  221. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -0
  222. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +24 -0
  223. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -0
  224. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +143 -0
  225. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +17 -0
  226. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -0
  227. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +83 -0
  228. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts +24 -0
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  230. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +141 -0
  231. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts +31 -0
  232. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts.map +1 -0
  233. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.js +422 -0
  234. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.d.ts.map +1 -1
  235. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.js +1 -2
  236. package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.d.ts +9 -0
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  238. package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.js +23 -0
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  880. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundAttenuationFunction.js +0 -0
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  889. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.d.ts +0 -0
  890. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.js +0 -0
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  893. /package/src/shade/playground/{main.d.ts → bvh_repro/main.d.ts} +0 -0
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+ <!doctype html>
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+ <html lang="en">
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+ <head>
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+ <meta charset="utf-8">
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+ <title>meep — Sponza / path tracer</title>
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+ <style>
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+ :root {
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+ color-scheme: dark;
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+ --panel: rgba(20, 22, 26, 0.88);
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+ --line: #2b3038;
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+ --text: #d6dae0;
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+ --muted: #8b939f;
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+ --pass: #55c46a;
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+ --fail: #ff6b6b;
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+ --warn: #e5b54a;
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+ }
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+
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+ * { box-sizing: border-box; }
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+
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+ html, body { margin: 0; height: 100%; overflow: hidden; background: #0d0f12; }
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+
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+ /* body carries tabindex so the camera controller's keyboard device has something focusable
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+ to listen on; the focus ring around the whole viewport is not wanted */
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+ body:focus { outline: none; }
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+
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+ #view { display: block; width: 100vw; height: 100vh; }
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+
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+ #panel {
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+ position: fixed;
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+ top: 12px;
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+ left: 12px;
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+ width: 310px;
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+ padding: 12px 14px;
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+ background: var(--panel);
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+ border: 1px solid var(--line);
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+ border-radius: 8px;
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+ backdrop-filter: blur(6px);
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+ color: var(--text);
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+ font: 13px/1.5 system-ui, -apple-system, Segoe UI, sans-serif;
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+ }
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+
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+ #panel h1 { font-size: 13px; font-weight: 600; margin: 0 0 8px; }
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+
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+ label { display: flex; align-items: center; gap: 8px; padding: 3px 0; cursor: pointer; }
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+ label input { margin: 0; }
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+ label .hint { color: var(--muted); font-size: 11.5px; }
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+ hr { border: 0; border-top: 1px solid var(--line); margin: 10px 0; }
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+
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+ button {
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+ font: inherit;
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+ padding: 5px 11px;
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+ margin-right: 6px;
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+ border-radius: 6px;
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+ border: 1px solid var(--line);
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+ background: #1c1f25;
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+ color: var(--text);
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+ cursor: pointer;
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+ }
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+
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+ button:hover { border-color: #3d4552; }
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+
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+ .row { display: flex; gap: 6px; align-items: center; }
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+ .row button { margin-right: 0; flex: 0 0 auto; }
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+
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+ #stress_count {
67
+ flex: 1 1 auto;
68
+ min-width: 0;
69
+ font: 12px ui-monospace, SFMono-Regular, Consolas, monospace;
70
+ padding: 4px 6px;
71
+ border-radius: 5px;
72
+ border: 1px solid var(--line);
73
+ background: #14161a;
74
+ color: var(--text);
75
+ }
76
+
77
+ #scene_url {
78
+ flex: 1 1 auto;
79
+ min-width: 0;
80
+ font: 11px/1.4 ui-monospace, SFMono-Regular, Consolas, monospace;
81
+ padding: 4px 6px;
82
+ border-radius: 5px;
83
+ border: 1px solid var(--line);
84
+ background: #14161a;
85
+ color: var(--muted);
86
+ }
87
+
88
+ #status { font-size: 12px; color: var(--muted); word-break: break-word; }
89
+ #status.pass { color: var(--pass); }
90
+ #status.fail { color: var(--fail); }
91
+ #status.warn { color: var(--warn); }
92
+
93
+ #stats {
94
+ margin-top: 6px;
95
+ font: 12px ui-monospace, SFMono-Regular, Consolas, monospace;
96
+ color: var(--text);
97
+ }
98
+
99
+ p.note { margin: 8px 0 0; font-size: 11.5px; color: var(--muted); }
100
+ </style>
101
+ </head>
102
+ <body tabindex="0">
103
+
104
+ <canvas id="view"></canvas>
105
+
106
+ <div id="panel">
107
+ <h1>Sponza — path tracer</h1>
108
+
109
+ <label>
110
+ <input type="checkbox" id="path_tracing">
111
+ <span>Path tracer <span class="hint">— traverses the TLAS</span></span>
112
+ </label>
113
+
114
+ <label>
115
+ <input type="checkbox" id="taa" checked>
116
+ <span>TAA <span class="hint">— off while tracing</span></span>
117
+ </label>
118
+
119
+ <hr>
120
+
121
+ <button id="pause">Pause</button>
122
+ <button id="reset_accumulation">Reset accumulation</button>
123
+
124
+ <hr>
125
+
126
+ <div class="row">
127
+ <input type="number" id="stress_count" value="20000" min="1" step="1000">
128
+ <button id="stress">Add boxes</button>
129
+ </div>
130
+ <p class="note">
131
+ Scatters simple boxes so the TLAS, rather than the per-mesh BLAS, is what traversal spends
132
+ its time in — which is the only condition under which TLAS quality is measurable at all.
133
+ </p>
134
+
135
+ <hr>
136
+
137
+ <div class="row">
138
+ <input id="scene_url" spellcheck="false">
139
+ <button id="load">Load</button>
140
+ </div>
141
+ <div id="status"></div>
142
+ <div id="stats"></div>
143
+
144
+ <p class="note">
145
+ Drag to orbit, wheel to zoom. The tracer accumulates one tile per frame and resets when
146
+ the camera moves, so let it settle before judging an image.
147
+ </p>
148
+ </div>
149
+
150
+ <script type="module">
151
+ import { start } from './main.js';
152
+
153
+ start().catch(error => {
154
+ const status = document.getElementById('status');
155
+
156
+ status.className = 'fail';
157
+ status.textContent = String(error?.message ?? error);
158
+
159
+ console.error(error);
160
+ });
161
+ </script>
162
+
163
+ </body>
164
+ </html>
@@ -0,0 +1,8 @@
1
+ /**
2
+ * Stand the prototype up. Called by the page rather than run on import, so that nothing here
3
+ * touches the DOM until there is one.
4
+ *
5
+ * @returns {Promise<void>}
6
+ */
7
+ export function start(): Promise<void>;
8
+ //# sourceMappingURL=main.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/sponza_path_trace/main.js"],"names":[],"mappings":"AA+IA;;;;;GAKG;AACH,yBAFa,QAAQ,IAAI,CAAC,CAuNzB"}
@@ -0,0 +1,363 @@
1
+ import Vector3 from "../../../core/geom/Vector3.js";
2
+ import { DEG_TO_RAD } from "../../../core/math/DEG_TO_RAD.js";
3
+ import { NumericInterval } from "../../../core/math/interval/NumericInterval.js";
4
+ import { seededRandom } from "../../../core/math/random/seededRandom.js";
5
+ import { camera_frame_sphere } from "../../renderer/camera/camera_frame_sphere.js";
6
+ import { OrbitalCameraController } from "../../renderer/camera/OrbitalCameraController.js";
7
+ import { PerspectiveCamera } from "../../renderer/camera/PerspectiveCamera.js";
8
+ import { create_frame_loop } from "../../renderer/create_frame_loop.js";
9
+ import { BoxGeometry } from "../../renderer/geometry/BoxGeometry.js";
10
+ import { make_sunlight } from "../../renderer/light/make_sunlight.js";
11
+ import { StandardShadeMaterial } from "../../renderer/material/StandardShadeMaterial.js";
12
+ import { load_gltf } from "../../renderer/loader/gltf/load_gltf.js";
13
+ import { Renderer } from "../../renderer/Renderer.js";
14
+ import { Scene } from "../../renderer/scene/Scene.js";
15
+ import { load_scene_from_url } from "../../renderer/scene/serialization/deserialize_scene.js";
16
+ import { add_random_meshes } from "../add_random_meshes.js";
17
+ import { load_default_environment } from "../load_default_environment.js";
18
+ import { make_playground_asset_manager } from "../make_playground_asset_manager.js";
19
+
20
+ /**
21
+ * Sponza under the path tracer, as a prototype.
22
+ *
23
+ * The point is the one thing no device-free tier and no readback harness can answer: what the tree
24
+ * looks like when something traverses it. `AccumulatingPathTracer` binds `scene_ctx.tlas.buffer`
25
+ * directly and is the traversal-heaviest consumer in the tree, so it is where a wrong child index
26
+ * or a loose parent box shows up as something you can see — geometry that vanishes at a grazing
27
+ * angle, or light that leaks through a wall.
28
+ *
29
+ * It was written to A/B the GPU TLAS build against the legacy CPU one; that comparison has been run
30
+ * (`GPU_BVH_BUILD_PLAN.md` §4.6) and the legacy path is gone. What it is now is the place to notice
31
+ * a regression in the tree, and — through the box-scatter control — the place to build a workload
32
+ * where the TLAS is what traversal costs.
33
+ *
34
+ * Runs under the dev server (`npm run dev`), which is what resolves the one bare specifier the
35
+ * renderer reaches for (`robust-predicates`) and what serves `test_assets/`. The panel is
36
+ * hand-rolled rather than lil-gui: four checkboxes are not worth a dependency the library does not
37
+ * otherwise have.
38
+ */
39
+
40
+ /**
41
+ * Served by the dev server out of `test_assets/`, which is gitignored and unpublished. See
42
+ * `test_assets/README.md` for how to put the assets there.
43
+ *
44
+ * glTF rather than one of the `.shade` scenes sitting next to it: `deserialize_scene` accepts
45
+ * format version 2 only — deliberately, with no backward compatibility — and every exported Sponza
46
+ * in the sibling repo is version 1. Re-exporting one is the fix if a `.shade` scene is wanted; the
47
+ * loader below still takes one, chosen by extension.
48
+ *
49
+ * @type {string}
50
+ */
51
+ const DEFAULT_SCENE_URL = '/test_assets/Sponza/glTF/Sponza.gltf';
52
+
53
+ /**
54
+ * How the boxes the stress control scatters are sized, as a fraction of the scene's shortest
55
+ * bounding-box span.
56
+ *
57
+ * Relative rather than absolute because the page loads whatever `?scene=` names and no two exports
58
+ * agree on what a unit is. The two-order-of-magnitude spread between them is the point: a Morton
59
+ * code sees a centroid and nothing about extent, so a mix of sizes is the case it orders worst.
60
+ *
61
+ * @type {NumericInterval}
62
+ */
63
+ const STRESS_SIZE_FRACTION = new NumericInterval(0.005, 0.4);
64
+
65
+ /**
66
+ * A frame-time readout, kept as a rolling mean so the number is readable rather than jittering.
67
+ */
68
+ class FrameTimer {
69
+ #samples = new Float64Array(60);
70
+ #count = 0;
71
+ #cursor = 0;
72
+
73
+ /**
74
+ * @param {number} seconds
75
+ */
76
+ add(seconds) {
77
+ this.#samples[this.#cursor] = seconds * 1000;
78
+ this.#cursor = (this.#cursor + 1) % this.#samples.length;
79
+ this.#count = Math.min(this.#count + 1, this.#samples.length);
80
+ }
81
+
82
+ reset() {
83
+ this.#count = 0;
84
+ this.#cursor = 0;
85
+ }
86
+
87
+ /**
88
+ * @returns {number} mean frame time in milliseconds, or 0 before there is anything to average
89
+ */
90
+ get mean_ms() {
91
+ if (this.#count === 0) {
92
+ return 0;
93
+ }
94
+
95
+ let total = 0;
96
+ for (let i = 0; i < this.#count; i++) {
97
+ total += this.#samples[i];
98
+ }
99
+
100
+ return total / this.#count;
101
+ }
102
+ }
103
+
104
+ /**
105
+ * Populate a scene from a URL, picking the loader by extension: a glTF document comes in through
106
+ * `load_gltf` and needs a light placed for it, a `.shade` scene carries its own. Either way the
107
+ * camera ends up framing what arrived.
108
+ *
109
+ * @param {string} url
110
+ * @param {Scene} scene
111
+ * @param {OrbitalCameraController} controller
112
+ * @returns {Promise<void>}
113
+ */
114
+ async function load_scene(url, scene, controller) {
115
+
116
+ if (/\.gltf$|\.glb$/i.test(url)) {
117
+ // glTF reads every byte through the asset framework, so it needs a manager with loaders
118
+ // registered for the two types it asks for
119
+ const bundle = await load_gltf(url, { assetManager: await make_playground_asset_manager() });
120
+
121
+ scene.add(bundle.scenes);
122
+
123
+ if (!scene.lights.elements.some(light => light.isDirectionalLight)) {
124
+ // a glTF document need not carry any light at all, and Sponza does not
125
+ scene.lights.add(make_sunlight({ intensity: 7.2 }));
126
+ }
127
+ } else {
128
+ await load_scene_from_url(url, scene);
129
+ }
130
+
131
+ const bounds = scene.instances.bounding_box;
132
+
133
+ const radius = Math.hypot(bounds.width, bounds.height, bounds.depth) * 0.5;
134
+
135
+ camera_frame_sphere(
136
+ controller,
137
+ radius,
138
+ new Vector3(bounds.centerX, bounds.centerY, bounds.centerZ)
139
+ );
140
+
141
+ controller.movement_speed_scale = Math.max(bounds.width, bounds.height, bounds.depth) * 0.1;
142
+ }
143
+
144
+ /**
145
+ * Stand the prototype up. Called by the page rather than run on import, so that nothing here
146
+ * touches the DOM until there is one.
147
+ *
148
+ * @returns {Promise<void>}
149
+ */
150
+ export async function start() {
151
+
152
+ const element = id => document.getElementById(id);
153
+
154
+ const status_element = element('status');
155
+ const stats_element = element('stats');
156
+
157
+ /**
158
+ * @param {string} text
159
+ * @param {string} [kind]
160
+ */
161
+ function set_status(text, kind = '') {
162
+ status_element.textContent = text;
163
+ status_element.className = kind;
164
+ }
165
+
166
+ const canvas = element('view');
167
+
168
+ const context = canvas.getContext('webgpu');
169
+
170
+ if (context === null) {
171
+ set_status('no WebGPU context — this browser has none, or the page is not a secure context', 'fail');
172
+ return;
173
+ }
174
+
175
+ const renderer = new Renderer();
176
+
177
+ set_status('acquiring a device…');
178
+
179
+ await renderer.initialize({ context });
180
+
181
+ if (!renderer.graphics.device.features.has('subgroups')) {
182
+ // Not fatal for rasterization, but the GPU TLAS build takes subgroup builtins in the sort's
183
+ // scatter and in the extraction pass, so the A/B has only one usable side here.
184
+ set_status('device has no `subgroups` — the GPU TLAS path will fail; use the CPU side of the A/B', 'warn');
185
+ }
186
+
187
+ const camera = new PerspectiveCamera();
188
+
189
+ camera.transform.position.set(0, 2, -5);
190
+ camera.transform.lookAt(Vector3.zero);
191
+
192
+ camera.near = 0.1;
193
+ camera.far = 200;
194
+ camera.fov = 72 * DEG_TO_RAD;
195
+ camera.aspect = renderer.aspect_ratio;
196
+
197
+ const scene = new Scene();
198
+
199
+ // document.body rather than the canvas: the controller starts a keyboard device, and only a
200
+ // focusable element can receive key events — body carries tabindex for exactly that.
201
+ const controller = new OrbitalCameraController(camera, document.body);
202
+
203
+ // handy from the console
204
+ globalThis.renderer = renderer;
205
+ globalThis.scene = scene;
206
+ globalThis.camera = camera;
207
+
208
+ // ---- controls -------------------------------------------------------------------------
209
+
210
+ const frame_timer = new FrameTimer();
211
+
212
+ let paused = false;
213
+
214
+ element('path_tracing').addEventListener('change', event => {
215
+ renderer.feature_path_tracing_enabled = event.target.checked;
216
+
217
+ // Two temporal filters over one image is nonsense; the tracer accumulates on its own.
218
+ if (event.target.checked) {
219
+ element('taa').checked = false;
220
+ renderer.feature_taa_enabled = false;
221
+ }
222
+
223
+ renderer.indicate_view_change();
224
+ frame_timer.reset();
225
+ });
226
+
227
+ element('taa').addEventListener('change', event => {
228
+ renderer.feature_taa_enabled = event.target.checked;
229
+ renderer.indicate_view_change();
230
+ });
231
+
232
+ element('pause').addEventListener('click', () => {
233
+ paused = !paused;
234
+ element('pause').textContent = paused ? 'Resume' : 'Pause';
235
+ });
236
+
237
+ element('reset_accumulation').addEventListener('click', () => {
238
+ renderer.path_tracer.clear_history = true;
239
+ renderer.indicate_view_change();
240
+ frame_timer.reset();
241
+ });
242
+
243
+ // Built once and shared across clicks: a geometry per click would be a BLAS per click, which
244
+ // is the opposite of what this control is for. One generator likewise, so a second click
245
+ // scatters new boxes rather than laying the same ones down again.
246
+ const stress_geometry = new BoxGeometry(1, 1, 1);
247
+ const stress_material = new StandardShadeMaterial();
248
+ const stress_random = seededRandom(12345);
249
+
250
+ element('stress').addEventListener('click', () => {
251
+ const count = Math.max(1, Number.parseInt(element('stress_count').value, 10) || 0);
252
+
253
+ const bounds = scene.instances.bounding_box;
254
+
255
+ const shortest_span = Math.min(bounds.width, bounds.height, bounds.depth);
256
+
257
+ add_random_meshes({
258
+ batch: scene.instances,
259
+ geometries: [stress_geometry],
260
+ materials: [stress_material],
261
+ count,
262
+ region: bounds,
263
+ geometry_scale_range: new NumericInterval(
264
+ shortest_span * STRESS_SIZE_FRACTION.min,
265
+ shortest_span * STRESS_SIZE_FRACTION.max
266
+ ),
267
+ random: stress_random
268
+ });
269
+
270
+ renderer.path_tracer.clear_history = true;
271
+ renderer.indicate_view_change();
272
+ frame_timer.reset();
273
+
274
+ set_status(`added ${count} boxes — ${scene.instances.instances.length} instances`, 'pass');
275
+ });
276
+
277
+ // ---- the scene ------------------------------------------------------------------------
278
+
279
+ const url = new URLSearchParams(location.search).get('scene') ?? DEFAULT_SCENE_URL;
280
+
281
+ const url_input = element('scene_url');
282
+
283
+ url_input.value = url;
284
+
285
+ // A Scene has no teardown, so changing scenes reloads the page rather than trying to empty one
286
+ // in place.
287
+ function load_url(next) {
288
+ const parameters = new URLSearchParams(location.search);
289
+
290
+ parameters.set('scene', next);
291
+
292
+ location.search = parameters.toString();
293
+ }
294
+
295
+ element('load').addEventListener('click', () => load_url(url_input.value.trim()));
296
+
297
+ url_input.addEventListener('keydown', event => {
298
+ if (event.key === 'Enter') {
299
+ load_url(url_input.value.trim());
300
+ }
301
+ });
302
+
303
+ set_status(`loading ${url} …`);
304
+
305
+ try {
306
+ await load_scene(url, scene, controller);
307
+ } catch (error) {
308
+ set_status(
309
+ `could not load the scene (${error.message}). Put the assets under test_assets/ — `
310
+ + `see test_assets/README.md — or type a reachable URL above and press Load.`,
311
+ 'fail'
312
+ );
313
+ console.error(error);
314
+ return;
315
+ }
316
+
317
+ // Image-based lighting if a sky is there, and nothing said about it if not: the scene renders
318
+ // either way, and a missing optional asset is not a reason to show a failure. The helper warns
319
+ // and resolves false rather than rejecting.
320
+ load_default_environment(scene).then(applied => {
321
+ if (applied) {
322
+ renderer.indicate_view_change();
323
+ }
324
+ });
325
+
326
+ // the controller's keyboard device listens on body, and only a focused element gets key events
327
+ document.body.focus();
328
+
329
+ set_status(`loaded — ${scene.instances.instances.length} instances`, 'pass');
330
+
331
+ renderer.indicate_view_change();
332
+
333
+ // ---- frame loop -----------------------------------------------------------------------
334
+
335
+ const FRAME_RATE_LIMIT = 60;
336
+
337
+ create_frame_loop(time_delta_s => {
338
+ const width = window.innerWidth;
339
+ const height = window.innerHeight;
340
+
341
+ renderer.resize(width, height);
342
+ renderer.pixel_ratio = window.devicePixelRatio;
343
+ camera.aspect = width / height;
344
+
345
+ controller.update();
346
+
347
+ if (paused) {
348
+ return;
349
+ }
350
+
351
+ renderer.render(camera, scene, time_delta_s);
352
+
353
+ frame_timer.add(time_delta_s);
354
+
355
+ const instances = scene.instances.instances.length;
356
+ const mean = frame_timer.mean_ms;
357
+
358
+ stats_element.textContent =
359
+ `${mean.toFixed(1)} ms · ${mean > 0 ? (1000 / mean).toFixed(0) : '0'} fps · `
360
+ + `${instances} instances`
361
+ + `${renderer.feature_path_tracing_enabled ? ' · path traced' : ''}`;
362
+ }, FRAME_RATE_LIMIT);
363
+ }
@@ -93,6 +93,22 @@ export class Renderer {
93
93
  * @type {boolean}
94
94
  */
95
95
  feature_velocity_debug_view: boolean;
96
+ /**
97
+ * When true, {@link path_tracer} replaces the rasterized+shaded color for the frame. The
98
+ * traced result still goes through TAA and tone mapping like any other color.
99
+ *
100
+ * The path tracer accumulates across frames itself, one tile per call, and resets whenever the
101
+ * camera moves. TAA on top of that is two temporal filters fighting over the same image — turn
102
+ * `feature_taa_enabled` off while this is on.
103
+ *
104
+ * This is the traversal-heaviest consumer of the TLAS — it binds `scene_ctx.tlas.buffer`
105
+ * directly — which is what made it the check that the GPU TLAS build traces correctly, and what
106
+ * makes it the first place a regression in that tree would show. Default false: it is a
107
+ * prototype-grade path, not a shipping render mode.
108
+ *
109
+ * @type {boolean}
110
+ */
111
+ feature_path_tracing_enabled: boolean;
96
112
  /**
97
113
  * Screen-space ray-marched depth of field — the Tiny Glade model
98
114
  * (Stachowiak, GPC 2024; see {@link DepthOfField}): aperture sub-rays
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"Renderer.d.ts","sourceRoot":"","sources":["../../../../src/shade/renderer/Renderer.js"],"names":[],"mappings":"AA4FA;IAOI,0BAEC;IAED;;OAEG;IACH,0BAAQ;IAER;;;;;;OAMG;IACH,kDAEC;IAED;;OAEG;IACH,kBAAO;IAYP;;;OAGG;IACH,2BAEC;IAaD,0CAGC;IAED,uCAEC;IAED;;;;OAIG;IACH,wBAFU,yBAAyB,CAEoB;IAEvD,6BAA4B;IAC5B,8BAA4B;IAC5B;;;;OAIG;IACH,mCAAkC;IAClC;;;;;;;OAOG;IACH,mCAFU,OAAO,CAEyB;IAC1C,+BAA6B;IAC7B,4CAA0C;IAE1C;;;;;;;OAOG;IACH,0BAFU,OAAO,CAEe;IAQhC;;;;;OAKG;IACH,sCAOC;IAjBD,mCAEC;IAiBD;;;;;;;;;OASG;IACH,6BAFU,OAAO,CAEmB;IAWpC;;;;;OAKG;IACH,8BAA+C;IAE/C;;;;;;;;OAQG;IACH,6BAFU,OAAO,CAEmB;IAEpC;;;;;;;;;;;;;;OAcG;IACH,8BAFU,OAAO,CAEoB;IAErC;;;;;;;;;;OAUG;IACH,qBAFU,OAAO,CAEW;IAU5B;;;;;OAKG;IACH,wBAA0C;IAE1C;;;;;;;;OAQG;IACH,eAFU,UAAU,GAAC,QAAQ,CAEF;IAU3B;;;;OAIG;IACH,gCAAwD;IAExD;;;;;;;;;;;;OAYG;IACH,gBAFU,OAAO,CAEK;IAEtB;;;OAGG;IACH,4BAFU,OAAO,CAEiB;IAKlC;;;OAGG;IACH,yBAEC;IAOD;;;OAGG;IACH,gCAEC;IAcD;;;;;;;;;OASG;IACH,qBAA+B;IAE/B,wBAA+B;IAE/B;;;OAGG;IACH,kBAA4B;IAiB5B;;;OAGG;IACH,2CAeC;IAED;;;OAGG;IACH,wCAEC;IA0BD;;;OAGG;IACH,iCAEC;IAED;;;;OAIG;IACH,2BAEC;IAQD;;;OAGG;IACH,+CAIC;IAED;;;OAGG;IACH,gDAIC;IAwCD;;;OAGG;IACH,6BAcC;IA1BD;;;OAGG;IACH,0BAEC;IA4BD;;OAEG;IACH;;;;;;;;;;;;;;OAcG;IACH,2DAEC;IAED;;;;;OAKG;IACH,8CAFa,OAAO,CAInB;IAED;;;OAGG;IACH,uBAHW,UAAU,GACR,MAAM,CAIlB;IAGD,sCAIC;IAeD;;;;OAIG;IACH,iCAFY,gBAAgB,CAW3B;IAED;;;OAGG;IACH,6BAYC;IAED;;;;OAIG;IACH,wCAFa,2BAA2B,CAcvC;IAGD;;;OAGG;IACH,+BAuBC;IAmMD;;;;OAIG;IACH,0BAEC;IAgBD;;;;;;OAMG;IACH,cAFU,iBAAiB,CAEU;IAErC;;;;;;OAMG;IACH,eAgBC;IAiFD;;;;;OAKG;IACH,+EA0NC;IAED;;OAEG;IACH,gBAGC;IAQD,4BAwBC;IAqID;;;;;OAKG;IACH,UAHW,MAAM,KACN,MAAM,QAgBhB;IAoFD,0CAMC;IAED;;;;;;;;;;OAUG;IACH,qEAHW,MAAM,GACJ,OAAO,CAsBnB;IAED;;;;;;;;;;;;;;;OAeG;IACH,8EAJW,MAAM,UACN,iBAAiB,GACf,OAAO,CAy0BnB;;CACJ;6BAt1E4B,yBAAyB;0CACZ,gCAAgC;2BAL/C,yCAAyC;6BACvC,4CAA4C;8BAC3C,2CAA2C;4BAc7C,uBAAuB;gCA1BnB,sBAAsB;mBAjDnC,oCAAoC;oBACnC,4BAA4B;kCAuEd,gCAAgC;2BAvCvC,2BAA2B;iCAoCrB,0CAA0C;4CAvB/B,+DAA+D;yBA7BlF,yBAAyB;kCAgDhB,wBAAwB;oBAVtC,0BAA0B;uCAJP,sDAAsD"}
@@ -258,6 +258,23 @@ export class Renderer {
258
258
  */
259
259
  feature_velocity_debug_view = false;
260
260
 
261
+ /**
262
+ * When true, {@link path_tracer} replaces the rasterized+shaded color for the frame. The
263
+ * traced result still goes through TAA and tone mapping like any other color.
264
+ *
265
+ * The path tracer accumulates across frames itself, one tile per call, and resets whenever the
266
+ * camera moves. TAA on top of that is two temporal filters fighting over the same image — turn
267
+ * `feature_taa_enabled` off while this is on.
268
+ *
269
+ * This is the traversal-heaviest consumer of the TLAS — it binds `scene_ctx.tlas.buffer`
270
+ * directly — which is what made it the check that the GPU TLAS build traces correctly, and what
271
+ * makes it the first place a regression in that tree would show. Default false: it is a
272
+ * prototype-grade path, not a shipping render mode.
273
+ *
274
+ * @type {boolean}
275
+ */
276
+ feature_path_tracing_enabled = false;
277
+
261
278
  /**
262
279
  * Screen-space ray-marched depth of field — the Tiny Glade model
263
280
  * (Stachowiak, GPC 2024; see {@link DepthOfField}): aperture sub-rays
@@ -2223,10 +2240,12 @@ export class Renderer {
2223
2240
 
2224
2241
  // current_color_out = gr_texture_material_albedo_ao;
2225
2242
 
2226
- // current_color_out = this.path_tracer.render({
2227
- // graph,
2228
- // view: view_ctx
2229
- // });
2243
+ if (this.feature_path_tracing_enabled) {
2244
+ current_color_out = this.path_tracer.render({
2245
+ graph,
2246
+ view: view_ctx
2247
+ });
2248
+ }
2230
2249
 
2231
2250
  // Debug override: replace the post-shading color with a
2232
2251
  // visualization of the velocity buffer via shader_debug_velocity.
@@ -340,7 +340,11 @@ export class GPUAnimationManager {
340
340
  *
341
341
  * Mesh→skin bindings register immediately via
342
342
  * {@link GPUMeshSkinningContext#bind}; the skinning context
343
- * already tolerates pre-scene-build registration.
343
+ * already tolerates pre-scene-build registration. Each mesh also
344
+ * gets its {@link SkinnedMesh#skin} reference and a fresh set of
345
+ * bounds off it, synchronously — that part does not wait for
346
+ * `id_mapping`, because it reads the joints' `transform_global`
347
+ * rather than any GPU row.
344
348
  *
345
349
  * @param {Skin} skin
346
350
  * @returns {number} skin id (index into the `animation_skins` table)
@@ -1 +1 @@
1
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1
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